Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[5e Shaped] Please explain ((@{level} + 1) / 6 + 0.5) when adding cantrip/class feat damage at higher level

I have searched high and low for a list of spell/cantrip/skill/feat templates that other 5e Shaped users may have posted somewhere and can't find much. I found this from 3 years ago: @Yadira: Higher level is meant for normal spells. For cantrips which automatically scale and don't use a higher slot. To make them auto scale I use this formula: " ((@{level} + 1) / 6 + 0.5)d8 " in the damage field. Now if you're looking to make a fireball scale when used at a higher level first toggle "higher level query" and then in "higher level dice" put 1 and "higher level die" put d6. Dice is the number, die is the size. So if you use fireball at 4th level it'll add a d6. 1) I was hoping someone could breakdown/explain this formula and others like it. Please ELI5. 2) There is&nbsp; this formula for cantrips from the (<a href="https://bitbucket.org/mlenser/5eshaped/wiki/Home" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/wiki/Home</a>) wiki:&nbsp; [[ceil((@{level} + 2) / 6)]] . Whats the difference from the above code and what is the purpose for ceil(ing) and floor? 3) two different cantrips have different higher level damages. IE: cantrip#1 does 1d8 and at higher levels&nbsp; +1d8 at 5th level,&nbsp; +2d8 at 10th level, and&nbsp; +3d8 at 15th level while cantrip#2 does&nbsp; +1d6 at 5th level,&nbsp; +2d6 at 11th level, and&nbsp; +3d6 at 17th level... How do I modify the code to reflect damage increase at different levels per cantrip? 4) I am also adding a class feature called Psychic Blades (Bard college of whispers lvl3 feature). It starts of at&nbsp; 2d6 damage at 3rd level, then increases to 3d6 at 5th level, 5d6 at 10th and 8d6 at 15th. I'm not a mathematician, and code is something I basically understand but i can't wrap my head around the above code in question. How would someone go about creating the code for a skill that increases +1d6 at 5th, +1d6+2d6 at 10th and +1d6+2d6+3d6 at 15th level with 2d6 starting dice rather than 1d6? 5) Is there a google sheets or something where people have collected templates for 5e Shaped?&nbsp;It would be amazing to just search for a spell or something, and copy paste it into a roll20 shaped character sheets spell etc. Sorry that is a lot of questions, I am pretty new to roll20 and shaped 5e (our main DM prefers shaped and so I use it as well in my game as I am used to it). I am managing a game with several non computer savvy players and I have to do all the leg work to get their characters up and running. It would save me a lot of time and postit notes to have these cantrips and feats do damage as intended at higher levels without me manually adjusting the damage dice each time they level up etc. Thanks in advance!
1546187019
Kraynic
Pro
Sheet Author
I was waiting for someone that knows more about 5e to answer, because I have never played it and don't know the system. 2. Ceiling and floor are rounding functions which can be found in the wiki Dice Reference page. Ceiling rounds up, and floor rounds down.&nbsp; Stacked groups of () force that part to be calculated first. [[ceil((@{level} + 2) / 6)]] Basically, this formula takes your level and adds 2.&nbsp; Then it divides that total by 6.&nbsp; Then it rounds up. In practice this means that this macro will equal 1 until you reach level 5, at which point your level plus 2 will be over 6 and the result will be rounded up to 2.&nbsp; When you hit level 11 it will become 3, etc.&nbsp; If instead this had floor in it, you would end up getting a 0 result until level 4 through 9 where you would get a 1.&nbsp; Level 10 through 15 would result in a 2, etc. 4.&nbsp; I can't think of a macro right off that would accomplish that.&nbsp; However, if it was me, I would probably make a new attribute on the attributes and abilities tab labeled PB_dice.&nbsp; Then I would just put in the number of dice they get for their current level band.&nbsp; Then I would make a Psychic Blades macro that used something like this for the damage output: [[@{PB_dice}d6]] Since you would only need to change that number every 5 levels, it shouldn't be too hard to keep track of it.
1546194947

Edited 1546194973
2. Ceiling and floor are rounding functions which can be found in the wiki&nbsp; Dice Reference page. Ceiling rounds up, and floor rounds down.&nbsp; Stacked groups of () force that part to be calculated first. Ahhhh, floor and ceiling make sense now, thank you. [[ceil((@{level} + 2) / 6)]] Basically, this formula takes your level and adds 2.&nbsp; Then it divides that total by 6.&nbsp; Then it rounds up. In practice this means that this macro will equal 1 until you reach level 5, at which point your level plus 2 will be over 6 and the result will be rounded up to 2.&nbsp; When you hit level 11 it will become 3, etc.&nbsp; If instead this had floor in it, you would end up getting a 0 result until level 4 through 9 where you would get a 1.&nbsp; Level 10 through 15 would result in a 2, etc. Ok so it's just basic math referencing your level and rounding up the results. 4.&nbsp; I can't think of a macro right off that would accomplish that.&nbsp; However, if it was me, I would probably make a new attribute on the attributes and abilities tab labeled PB_dice.&nbsp; Then I would just put in the number of dice they get for their current level band.&nbsp; Then I would make a Psychic Blades macro that used something like this for the damage output: [[@{PB_dice}d6]] Since you would only need to change that number every 5 levels, it shouldn't be too hard to keep track of it. I didn't realize I could create new attributes and reference them with a query. That's awesome, I am sure I can think of lots of options. Does this code work like most others in I can use if/and/or/then statements? I could maybe reference the character level and check if it is at 5, 10, 15 and then point to the appropriate PB_dice_5 or PB_dice_10 etc attribute and add those to the base dice count. Perhaps I can have the math/code in the attribute table instead of in the feat description. Thanks for your help.
1546196220

Edited 1546196415
GiGs
Pro
Sheet Author
API Scripter
You cant use conditional statements like if/and/or in roll20 macros.&nbsp; 4) I am also adding a class feature called Psychic Blades (Bard college of whispers lvl3 feature). It starts of at&nbsp; 2d6 &nbsp;damage at 3rd level, then increases to 3d6 at 5th level, 5d6 at 10th and 8d6 at 15th.&nbsp; I can see how it works: 1.5 damage (roughly) every +5 levels, but there are no functions in roll20 to calculate that. Someone like Silvyre might be able to construct a formula to match this, but it will be pretty convoluted.&nbsp; If it had a linear progression (which every other DnD spell has), it would be easier to do. For instance, +d6 every 2 levels would match very closely: 2d6 at 3, 3d6 at 5 , 4d6 at 7, 5d6 at 9 , 6d6 at 11, 7d6 at 13, 8d6 at 15 . That would be: ceil(@{level}/2)d6 and if you want to enforce a max of 8d6 ceil({@{level}/2,8}kl1)d6 If you had a slower progression, so that 8d6 occurs at level 20, this would work: round(@{level}/3 +1)d6 This gives 2d6 at 2 (though you wouldnt have it till 3) , 3d6 at 5 , 4d6 at 8, 5d6 at 11 , 6d6 at 14, 7d6 at 17, and 8d6 at 20 .